implement matchmaking lobby

Fixes #2.
This commit is contained in:
Branden J Brown 2024-01-21 19:53:08 -06:00
parent 935fe8e2e4
commit e95d526266
4 changed files with 130 additions and 3 deletions

View File

@ -41,6 +41,12 @@ func (p *Player) DTO() serve.Player {
return r
}
// Is returns whether the player has the same ID as other.
// This exists for tests.
func (p *Player) Is(other *Player) bool {
return p.id == other.id
}
type CuffState uint8
const (

View File

@ -15,11 +15,14 @@ type Lobby struct {
mu sync.Mutex
// games is the set of all active games in the lobby.
games map[GameID]*game.Game
// matches is dealers waiting for a match. It MUST be unbuffered.
matches chan match
}
func New() *Lobby {
return &Lobby{
games: make(map[GameID]*game.Game),
games: make(map[GameID]*game.Game),
matches: make(chan match),
}
}
@ -33,12 +36,11 @@ func (l *Lobby) Game(id GameID) *game.Game {
// Start begins a new game in the lobby.
// The caller must be able to distinguish the dealer's and challenger's conns
// in order to provide correct game start DTOs to each.
func (l *Lobby) Start(id GameID, dealer, challenger player.ID) GameID {
func (l *Lobby) Start(id GameID, dealer, challenger player.ID) {
g := game.New(dealer, challenger)
l.mu.Lock()
defer l.mu.Unlock()
l.games[id] = g
return id
}
// Finish removes a game from the lobby.

70
lobby/match.go Normal file
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@ -0,0 +1,70 @@
package lobby
import (
"context"
"git.sunturtle.xyz/studio/shotgun/player"
"github.com/google/uuid"
)
type match struct {
dealer player.ID
chall chan player.ID
match chan GameID
}
// Queue waits for a match.
// This may cause a new match to be created.
func (l *Lobby) Queue(ctx context.Context, p player.ID) GameID {
select {
case <-ctx.Done():
return GameID{}
case m := <-l.matches:
// We found a dealer waiting for a match.
// We don't need to check the context here because the challenger
// channel is buffered and we have exclusive send access on it.
m.chall <- p
// We do need to check the context here in case they disappeared.
select {
case <-ctx.Done():
return GameID{}
case id := <-m.match:
return id
}
default: // do nothing
}
// We're a new dealer.
m := match{
dealer: p,
chall: make(chan player.ID, 1),
match: make(chan GameID, 1),
}
select {
case <-ctx.Done():
return GameID{}
case l.matches <- m:
// Our match is submitted. Move on.
case m := <-l.matches:
// We might have become a dealer at the same time someone else did.
// We created our match, but we can try to get theirs as well and
// never send ours, since l.matches is unbuffered.
m.chall <- p
select {
case <-ctx.Done():
return GameID{}
case id := <-m.match:
return id
}
}
select {
case <-ctx.Done():
return GameID{}
case chall := <-m.chall:
// Got our challenger. Create the game and send the ID back.
id := uuid.New()
l.Start(id, p, chall)
// Don't need to check context because the match channel is buffered.
m.match <- id
return id
}
}

49
lobby/match_test.go Normal file
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@ -0,0 +1,49 @@
package lobby_test
import (
"context"
"testing"
"git.sunturtle.xyz/studio/shotgun/lobby"
"git.sunturtle.xyz/studio/shotgun/player"
)
func TestQueue(t *testing.T) {
const N = 1000 // must be even
games := make([]lobby.GameID, 0, N)
ch := make(chan lobby.GameID)
l := lobby.New()
for i := 0; i < 100; i++ {
games = games[:0]
for i := 0; i < N; i++ {
i := i
go func() {
ch <- l.Queue(context.Background(), player.ID{uint8(i), uint8(i >> 8)})
}()
}
for i := 0; i < N; i++ {
games = append(games, <-ch)
}
// Every unique game ID should appear exactly twice.
counts := make(map[lobby.GameID]int, N/2)
for _, id := range games {
counts[id]++
}
for id, c := range counts {
if c != 2 {
t.Errorf("game %v appears %d times", id, c)
}
}
// Every game should have two different players.
for _, id := range games {
g := l.Game(id)
if g == nil {
t.Errorf("game %v was created but doesn't exist", g)
continue
}
if g.CurrentPlayer().Is(g.Opponent()) {
t.Errorf("game %v matched with self", id)
}
}
}
}